ii
Multidisciplinary Approaches to Research: Volume 2
Taslim, Emmi Azis, Sri Wahyuni, Muliana, Sana Ullah, Arab Naz, Ahmad Al
Yakin, Yusmah, Andi Dwi Resqi Pramana, Muthmainnah, Luís Cardoso, Andi
Asrifan, Eka Apriani, Lukman, Silahuddin Genda, Sitti Hairani Idrus, Haedar
Akib, Anshari, Rifdan, Sumitro, Syamsu A. Kamaruddin, Mario, Muhammad
Taha Taking, Muh. Rafi Tang, Suhartini, Tamer Abd El-Aziz, Andi Irma Ariani,
Andi Saiful Alimsyah, Andi Ikramullah, Amran Mahmud, Dr. Supaprawat
Siripipatthanakul, Dr. Muthmainnah, Dr. Sutithep Siripipattanakul, Dr.
Patcharavadee Sriboonruang, Dr. Pichart KaewpuangTamonwan
Sitthipon, Pongsakorn Limna, Parichat Jaipong
@Hak cipta dilindungi Undang-Undang
Editor
: Prof. Maria Victoria Lopez Perez
(University of Granada – Spain)
Dr. Herlina, M.Pd
(State University of Makassar – Indonesia
Dr. Ahmed A. Elngar
(Beni Suef University – Egypt)
Dr. Abdul Ghofur, M.Pd.
(IAIN Madura, Indonesia)
Dr. Atul Patil
(School of Holistic Development, MIT Art, Design and
Technology University – India
Dr. Albert Cadiz Bulawat
(Nueva Ecija University – Phillipines)
Amimah Qodari, SE., M.Ak
(IAIN Curup-Indonesia)
Cover Design
Cetakan Pertama
ISBN
: Hengki Kris Sanjaya
: 7 February 2023
: 978-623-88103-4-5
Publisher:
Yayasan Corolla Education Centre
Jln. Dr. AK. Ghani Perumahan Dusun Curup Estate, Blok E No. 25 Kecamatan Curup Utara,
Kabupaten Rejang Lebong, Provinsi Bengkulu, 39119, website: https://yayasancec.or.id,
email:
[email protected] fb: corollacentre, ig: CorollaEducationCentre, Youtube:
corollaeducationcentre, Telp 082182803915,
Gamification and Edutainment in 21st Century Learning
Dr. Supaprawat Siripipatthanakul, Manipal GlobalNxt University, Malaysia
[email protected]
Dr. Muthmainnah, Universitas Al Asyariah Mandar, Indonesia
[email protected]
Dr. Sutithep Siripipattanakul, Kasetsart University, Thailand
[email protected]
210
Dr. Patcharavadee Sriboonruang,Kasetsart University, Thailand
[email protected]
Dr. Pichart Kaewpuang, Phranakhon Rajabhat University, Thailand
[email protected]
[email protected]
Tamonwan Sitthipon, City University, Malaysia
[email protected]
Pongsakorn Limna, Rangsit University, Thailand
[email protected]
[email protected]
Parichat Jaipong, Manipal GlobalNxt University, Malaysia
[email protected]
[email protected]
Abstract: The development of technology has paved the way for a revolution in education.
Technology-enabled learning is becoming an integral part of a larger system of practices and
policies to prepare and support a highly skilled workforce in 21st-century learning. Elearning, or digital instruction and training, has utilised gamification for several years. Taking
a closer look at the evolution of game-based learning and gamification in computer science,
it must be acknowledged that game-based learning appears to have reached a stalemate in
which the instructional seamless integration of learning and gaming is not yet a reality.
Likewise, gamification in digital teaching and training systems presents a comparable
circumstance. Game-based learning is an innovative form of education that incorporates
educational computer games. It also includes educational games software, such as learning
aids, instructional enhancement, and student assessment. Gamification can help develop a
systematic approach, supporting an organised and methodologically sound gamification
design for digital teaching and training. Diverse forms of computer games are utilised
extensively in the field of education. Creating appropriate games can increase the acceptability
of instructional material among learners. Numerous researchers have turned their attention to
game-based learning and gamification. Gamification has existed for a long time, originating
from marketing initiatives such as point cards and rewards memberships, educational
structures, the highest scientific level, degrees, and workplace productivity.
Keywords: Gamification, Edutainment, Education, 21st Century, Learning
INTRODUCTION
The new millennium is the growing importance of knowledge for
economic prosperity and the emergence of a learning society, despite the
widespread focus on digital technologies. The analysis demonstrates that
innovation should be understood as a broad social and economic activity
within the context of that society: it should transcend any specific technology,
even revolutionary ones, and be tied to attitudes and behaviours geared toward
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the exploitation of change by adding value (Conceição et al., 2001).
Traditional programming instruction is often tedious and intimidating,
particularly for younger students. This typically results in resistance and
adoption, although programming is the foundation of modern technology.
Game is the defining characteristic of immersion. Its powerful ability to
engage players can eliminate aversion and motivate students to learn to code.
A digital game is an excellent way to learn to program. The cross-platform
game provides the player with a role-playing game design and a kinesthetic
approach to reinforce the fundamental programming concepts (Sarkar et al.,
2016). In digital instruction and training, or e-learning, gamification emerged
several years ago. Taking a closer look at the evolution of game-based learning
and gamification in computer science, it must be acknowledged that gamebased learning appears to have reached an impasse where the instructional
seamless integration of learning and gaming has not yet become a reality.
Similarly, gamification in digital teaching and training systems presents a
similar situation. Gamification can aid in developing a systematic approach,
which can then support an organised and methodologically sound design of
gamification for digital teaching and training (Martens & Mueller, 2016).
Various forms of computer games are widely utilised in the field of education.
Creating appropriate games can increase the learner's acceptance of
instructional material. Game-based learning and gamification have emerged
as the primary focus of numerous researchers. Game-based learning is an
innovative method of education that incorporates computer games with
educational value. It also includes games software with educational purposes,
such as learning aids, instructional enhancement, and student evaluation.
Gamification has been around for a long time, originating from marketing
efforts such as point cards and rewards memberships, educational structures,
the most crucial scientific level, degrees, and workplace productivity (Al Fatta
et al., 2018).
LITERATURE REVIEW
21st Century Learning in the Digital Economy
Technology advancements have paved the way for a learning
revolution. E-learning or technology-enabled learning is becoming an integral
component of a larger system of practices and policies designed to prepare and
support a highly skilled workforce in the digital economy. The power of elearning derives from the ability to leverage technology and information to
change the fundamental principles of learning by eliminating the one-size-fitsall approach to instruction and customising content to meet everyone’s needs
and learning styles (Pantazis, 2002). Digital natives enjoy playing digital
games for entertainment, engagement, fun, and enjoyment. With the advent of
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the internet and mobile applications, edutainment and gamification are gaining
importance in the educational sector. With the rapid advancement of mobile
technologies and applications, games are now entering a new era in which they
serve to entertain, educate, and inform. Games can provide interactive learning
tasks and activities that foster collaboration and innovation (Apriani et al,
2022; Apriani et al, 2023; Muthmainnah, 2023, Muthmainnah et al, 2022;
Khaddage et al., 2014). The transition from industrial economies to digital and
knowledge-based economies in the 21st century, fueled by rapid Information
and Communication Technologies (ICTs) such as the Internet, YouTube,
Chartrooms, Skype, and social media networks, has not only resulted in a new
teaching approach globally but has also paved the way for a new generation
of learners (anytime, anywhere learners) to enter the higher education system.
Although universities and other institutions of higher education in developed
countries and many countries have acknowledged that the 21st century global
digital and knowledge-based economies evolution has ushered in the next
generation of learners, and have therefore taken the necessary steps to combine
the traditional method of lecturing in higher education with web-based
learning management systems to accommodate these learners, universities and
other institutions of higher education in developing countries and some
countries have not yet taken these steps (Fosu, 2019).
Gamification in Education
Gamification is the application of game design principles to non-game
contexts. The central concept is to use the motivational and engaging power
of games to motivate users to engage in specific activities (Santonen & Faber,
(2015). A robust definition is proposed to distinguish gamification from other
gaming or playing concepts. They asserted gamification refers to 1) the use
(rather than extension) of design (rather than game-based technology or other
game-related practices) and 2) the incorporation of game elements into a
design. 2) elements (rather than full-fledged games) 3) peculiar to games
(rather than play or playfulness). 4) in non-game contexts (irrespective of
usage intentions, contexts, or media implementation) (Al Fatta et al., 2018).
Gamification incorporates game design elements (such as competition and
scoring) into non-game contexts, such as education (Evans, 2016).
Gamification in interactive exhibitions can attract visitors and improve
engagement, flow, and learning, especially when multiple groups share the
experience (Haesler et al., 2016). Gamification of learning, or the application
of game design elements to learning activities, is a controversial but popular
trend in education. On the one hand, proponents of gamification assert that
gamification results in learning gains. The gamification of education
reinforces essential skills such as problem-solving, collaboration, and
communication. In addition, the requirement for interaction in a gamified
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approach to teaching encourages students to take an active role in the learning
process, thereby boosting student participation in online forums, projects, and
other learning activities. According to opponents of gamification, it derails
learning with aimless distractions, adds unnecessary competition stress, and
disregards the pedagogical needs of students (Rabah et al., 2018). Compared
five themes describe the role of gamification in tourism and hospitality
(Edutainment, Sustainable behaviour, Engagement factors, Service providergenerated content and User-generated reviews). Then, a cross-analysis of the
five themes reveals the key elements (affordances, behavioural and
psychological outcomes, and benefits) generated by gamification mechanics,
highlighting potential implications and pertinent insights for service literature
(Pasca et al., 2021). Virtual games are one of the most significant opportunities
today to enhance learning processes in educational environments. Numerous
applications have been demonstrated, including teaching cultural aspects,
citizenship, science, and the development of critical thinking. Nevertheless,
despite the scientific evidence, many questions remain regarding the efficacy
of gamification in education. The effects of gamification on motivation,
concentration, and other cognitive aspects, as well as on interaction and
prosocial behaviour, are generally positive. However, there are differences
between gamification and the application of serious games in terms of
objectives and outcomes (De Oro et al., 2021).
Edutainment
The term Edutainment was created by combining the words
"Education" and "Entertainment," and as the term implies, it provides
educational entertainment or entertainment education. This means that
students can learn subject matter while being entertained instead of becoming
accustomed to learning through teacher-centred learning. Under the umbrella
of this novel concept known as "Edutainment" are Game-Based Learning and
Gamification, two new instructional methods. These concepts can be utilised
to facilitate the education of students of all ages (Jayasinghe & Dharmaratne,
(2013). Gamification is the application of game theory and game mechanics
to non-game contexts. It is important to note that many game designers and
researchers concur that gamification is more than points and leaderboards and
that specific elements and characteristics must be considered and included
when edutaining a system (Gerber, 2014). In foreign language classrooms,
games or gamified activities can be used in conjunction with traditional
methods of instruction. Gamification as a novel pedagogical approach offers
opportunities by game elements and techniques that can be implemented in
nongame contexts such as classrooms. The online, free application has been
used to stimulate students' English as a foreign language more effectively,
actively, and interestingly. Teachers can access it for use in foreign language
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classrooms (Yürük, 2019). Gamification, a technique of design that employs
the motivational elements of games in other contexts, is increasingly viewed
as a potential solution to the observed decline in learner motivation.
Nevertheless, the demonstration of whether or not gamification in education
is practical. For a more accurate assessment of gamification's potential, it is
necessary to examine how gamification operates for edutainment (Roy &
Zaman, 2017). An excellent example of edutainment and gamification is
virtual reality (VR) application, most nations have active road safety policies
that reduce traffic accident fatalities. Awareness of safety measures is a
significant factor in this regard. With the correct use of seat belts, a device is
known to save thousands of lives each year, being among the most crucial.
The VR-enhanced educational entertainment application is designed to
increase seat belt usage awareness. To achieve this objective, a motorised
rollover system was developed that, when synchronised with a VR application
(displayed on a head-mounted display for each user inside a real car), rolls
over the vehicle with up to four passengers inside (Riera et al., 2021).
Satisfaction and Effectiveness Regarding Gamification and
Edutainment
The term "21st-century skills" is most prevalent in contemporary
education debates. Proponents point to a new reality in the workforce that
requires the next generation of college students and workers to be independent
thinkers, problem solvers, and decision-makers. The schools must focus on
imparting the fundamentals and ensuring that students acquire increasingly
vital thinking and reasoning skills. These skills, widely cited by national
education groups, teacher unions, higher education organisations, and
workforce development groups as essential for today's students, are also
gaining traction among policymakers (Silva, 2009). The different domains of
the new learning paradigm comprise these skills and constitute a new method
of effective teaching and learning. The Learning and Innovations Skills
domain could describe how these skills can be effectively taught to enable
higher education students to acquire them (Kivunja, 2014). Continuous
pressure is placed on the higher education sector to demonstrate the quality
and effectiveness of educational provision, including graduate outcomes.
Preparing students as thoroughly as possible for the world of professional
work has become one of the most important responsibilities of modern
universities. In the broader contexts of widespread labour-market uncertainty
and massification of the higher education system, policymakers and academics
continue to devote considerable attention to this challenging endeavour
(Bridgstock, 2017). Students are taught to use feedback to reinforce what they
are doing to increase productivity by discovering new and better ways to
complete tasks, as indicated by feedback. The term for this is the reinforcing
215
feedback loop. In addition, students can use the feedback as a balancing
strategy to identify where they were making errors and then adjust their
approach to increase their productivity and effectiveness in 21st-century
learning (Kivunja, 2015). Gamification, incorporating game elements into
non-game contexts, continues to gain popularity to boost student engagement
in the classroom. The learning could be evaluated using students' motivation,
social comparison, effort, satisfaction, learner empowerment, and academic
performance across two courses. Over time, students in the gamified course
demonstrated less motivation, satisfaction, and empowerment than students in
the non-gamified course. The effect of course type on students' final exam
scores was mediated by students' intrinsic motivation, with students in the
gamified course exhibiting less motivation and achieving lower final exam
scores than students in the non-gamified class. Certain gamification mechanics
should be applied with caution in educational settings (Hanus et al., 2015).
CONCLUSION
The application of game design principles to non-game contexts is
gamification. The central idea is to motivate users to engage in specific
activities by utilising games' motivational and engaging power. A robust
definition of gamification is proposed to differentiate it from other gaming or
playing concepts. They stated that gamification refers to 1) the application
(rather than extension) of design (rather than game-based technology or other
game-related practices) and 2) the incorporation of game elements into a
design. 2) elements (rather than full-fledged games) 3) peculiar to games
(rather than play or playfulness). 4) outside game contexts (irrespective of
usage intentions, contexts, or media implementation). Gamification is the
application of game design elements (such as competition and scoring) to nongame contexts, such as education. Gamification in interactive exhibitions can
enhance engagement, flow, and learning, particularly when multiple groups
share the experience. Gamification of learning, or incorporating game design
elements into educational activities, is a controversial but popular educational
trend. Gamification increases students’ interest in learning and reinforces
fundamental skills such as problem-solving, teamwork, and communication.
Moreover, the requirement for interaction in a gamified approach to
instruction encourages students to take an active role in the learning process,
thereby increasing student participation in online forums, projects, and other
learning activities.
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